Okay cool, but that's an older version of the map without multiplayer stuff. Do you have a preference on which version to use? Otherwise I can update the map later today or tomorrow, combining elements of both Schwerpunks & my own version.

Not bad. If it was intended for actual inclusion I'd whine a bit since it seems to be less "E4M2 as an E1 map" and more of a map loosely inspired by E4M2's layout with a LOT of E1M2 homages. But it's a good take and has a solid E1 feel.

Even though homage-y, it's a great one. I like all the particular parts, on each cardinal direction there's some design I simply adore. Definitely thank you for creating this one, it'd shine even outside of Switcheroom.

E3M6 was worse in the sense of homage-y-ness, IMO, but there it was vice versa with the imitated maps. I wasn't pleased by that, but the map was okay, considering it's an E3 map.

Okay guys I think it's about time to start pushing this thing toward a beta release. We are still waiting on 2 maps so during that time I think we should go through & fix any major issues that we can find.

1. Vanilla Compatibility - has anyone actually done a playthrough to make sure all maps are vanilla?

2. Fix any bugs that break the map - stuck monsters, actions that don't work, areas that you can get stuck in.

3. Incorrect texturing - Incorrectly pegged doors & windows, misaligned textures. If you can, get the authors permission by sending them a PM first, several people have stated that they don't see incorrect texturing as a mistake.

4. Test Coop

5. Test Deathmatch

6. Why is there a Cyberdemon in E1M6?

@Walter - How is your E1M2 coming along? It's been over 40 days in development & we haven't gotten any updates as to how close it is to being done.

@Capellan - It's January now, will you have a chance to start the new E2M9 anytime soon or are you still busy?

Jaws In Space said:
1. Vanilla Compatibility - has anyone actually done a playthrough to make sure all maps are vanilla?

Sorry, nope. I only playtested my own map in Chocolate Doom.

2. Fix any bugs that break the map - stuck monsters, actions that don't work, areas that you can get stuck in.

I think that's OK with my map.

3. Incorrect texturing - Incorrectly pegged doors & windows, misaligned textures. If you can, get the authors permission by sending them a PM first, several people have stated that they don't see incorrect texturing as a mistake.

As I stated earlier, misalignments in my map were intentional (and those that weren't, were already fixed).

walter confalonieri said:
Erm... I felt ashamed to wrote this but... i don't touched that map from december, fuck.

I had also a idea to let the Gothic version of this map in the official list...

Are you sure? Would you mind posting what you have done so far to see if we could help you finish it? If not then there was still this version of your old map which I had heavily edited to make it more resemble E4M2.

@Gothic: If Walter does end up giving you the E1M2 slot then you will have to make a lot of changes to remove the E1M2 elements from your map.

noticed that door bug too, anyway yesterday i started playing this new revision on vanilla doom.exe and i don't found any type of hard bugs or errors so far, expect the e4-1m2 ones... the new e1m9 is pretty huge and spacious instead the early versions of that map...

scifista42 said in another thread, about possible Switcheroom 2:What about themes "base, city, hell"? Pick any map that definitely isn't a base, and tweak it into a base style. The same with all 32 maps. Then reassign map numbers. Have 11 base maps, then 9 city maps, 10 hell maps - and 2 Nazi maps. :)

EDIT: Or perhaps don't even rely on these numbers, just place all the base maps first, then city and hell, and have 2 Nazi slots. That would solve potential problems with picking mapslots and theme assigning. ("We can't give you this slot, because then this other slot would have to be a theme it can't be" paradoxes)

gothic said in that thread:How about "Switcheroom 2: PluTNT edition"? I think mixing both megawad styles would be easier than mixing Doom 2 maps, 16 maps from TNT with Plutonia style and vice versa.

I'm posting this here to ask if people would be up for any of these ideas, eventually. Either after Switcheroom 1 is finished, or before. I enjoyed participating in Switcheroom and would like to see a sequel.

I also played E2M7 for the first time & found the visuals to be really all over the place & downright ugly in a lot of areas, I went through & made tons of texture changes throughout the map & some very minor changes to the layout. Scifista42, let me know what you think of the changes that I made to the map.